Navigation assistive technologies have been designed to support the mobility of people who are blind and visually impaired during independent navigation by providing sensory augmentation, spatial information and general awareness of their environment. This paper focuses on the extended Usability and User Experience (UX) evaluation of BlindRouteVision, an outdoor navigation smartphone application that tries to efficiently solve problems related to the pedestrian navigation of visually impaired people without the aid of guides. The proposed system consists of an Android application that interacts with an external high-accuracy GPS sensor tracking pedestrian mobility in real-time, a second external device specifically designed to be mounted on traffic lights for identifying traffic light status and an ultrasonic sensor for detecting near-field obstacles along the route of the blind. Moreover, during outdoor navigation, it can optionally incorporate the use of Public Means of Transport, as well as provide multiple other uses such as dialing a call and notifying the current location in case of an emergency. We present findings from a Usability and UX standpoint of our proposed system conducted in the context of a pilot study, with 30 people having varying degrees of blindness. We also received feedback for improving both the available functionality of our application and the process by which the blind users learn the features of the application. The method of the study involved using standardized questionnaires and semi-structured interviews. The evaluation took place after the participants were exposed to the system’s functionality via specialized user-centered training sessions organized around a training version of the application that involves route simulation. The results indicate an overall positive attitude from the users.
Training blind and visually impaired individuals is an important but often neglected aspect of Assistive Technology solutions (ATs) that can benefit from systems utilizing multiple sensors and hardware devices. Training serves a dual purpose as it not only enables the target group to effectively utilize the ATs but, also, helps in improving their low acceptance rate. In this paper, we present the design, implementation, and validation of a smartphone-based training application. It is a form of immersive system that enables users to learn the features of an outdoor blind pedestrian navigation application and, simultaneously, to help them develop long-term Orientation and Mobility (O&M) skills. The system consists of an Android application leveraging, as data sources, an external high-accuracy GPS sensor for real-time pedestrian mobility tracking, a second custom-made device attached to traffic lights for identifying their status, and an ultra-sonic sensor for detecting near-field obstacles on the navigation path of the users. The training version running as an Android application employs route simulation with audio and haptic feedback, is functionally equivalent to the main application, and was used in the context of specially designed user-centered training sessions. A Usability and User Experience (UX) evaluation revealed the positive attitude of the users towards the training version as well as their satisfaction with the skills acquired during their training sessions (SUS = 69.1, UEQ+ = 1.53). Further confirming the positive attitude was the conduct of a Recursive Neural Network (RNN)-based sentiment analysis on user responses with a score of 3 on a scale from 0 to 4. Finally, we conclude with the lessons learned and the proposal of general design guidelines concerning the observed lack of accessibility and non-universal interfaces.
Navigating indoor spaces is especially challenging for individuals with blindness and visual impairments. Although many solutions currently exist, the acceptance of most of them is extremely poor due to their technical limitations and the complete lack of taking into consideration factors, such as usability and the perceived experience among others, which influence adoption rates. To alleviate this problem, we created BlindMuseumTourer, a state-of-the-art indoor navigation smartphone application that tracks and navigates the user inside the spaces of a museum. At the same time, it provides services for narration and description of the exhibits. The proposed system consists of an Android application that leverages the sensors found on smartphones and utilizes a novel pedestrian dead reckoning (PDR) mechanism that optionally takes input from the Bluetooth low energy (BLE) beacons specially mounted on the exhibits. This article presents the extended Usability and User Experience evaluation of BlindMuseumTourer and the findings carried out with 30 participants having varying degrees of blindness. Throughout this process, we received feedback for improving both the available functionality and the specialized user-centred training sessions in which blind users are first exposed to our application’s functionality. The methodology of this evaluation employs standardized questionnaires and semi-structured interviews, and the results indicate an overall positive attitude from the users. In the future, we intend to extend the number and type of indoor spaces supported by our application.
Several assistive technology solutions, targeting the group of Blind and Visually Impaired (BVI), have been proposed in the literature utilizing multi-sensor data fusion techniques. Furthermore, several commercial systems are currently being used in real-life scenarios by BVI individuals. However, given the rate by which new publications are made, the available review studies become quickly outdated. Moreover, there is no comparative study regarding the multi-sensor data fusion techniques between those found in the research literature and those being used in the commercial applications that many BVI individuals trust to complete their everyday activities. The objective of this study is to classify the available multi-sensor data fusion solutions found in the research literature and the commercial applications, conduct a comparative study between the most popular commercial applications (Blindsquare, Lazarillo, Ariadne GPS, Nav by ViaOpta, Seeing Assistant Move) regarding the supported features as well as compare the two most popular ones (Blindsquare and Lazarillo) with the BlindRouteVision application, developed by the authors, from the standpoint of Usability and User Experience (UX) through field testing. The literature review of sensor-fusion solutions highlights the trends of utilizing computer vision and deep learning techniques, the comparison of the commercial applications reveals their features, strengths, and weaknesses while Usability and UX demonstrate that BVI individuals are willing to sacrifice a wealth of features for more reliable navigation.
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